Meteor smash: Difference between revisions

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In ''[[Super Smash Bros. 4]]'', characters that are meteor smashed onto a [[floor]] will bounce back up. While this allows certain [[Final Smash]]es to incorporate downwards finishers and still result in KOs when used onstage, it also allows players to [[tech]] even if they were standing on the ground (unless it is an attack with a very high amount of [[freeze frame]]s, such as {{SSB4|Ganondorf}}'s down air). In addition, stronger meteor smashes are now denoted by a unique sound effect upon connection. Meteor smashes also gained the ability to [[lock]] opponents if they don't induce enough knockback to knock the opponent off the ground.
In ''[[Super Smash Bros. 4]]'', characters that are meteor smashed onto a [[floor]] will bounce back up. While this allows certain [[Final Smash]]es to incorporate downwards finishers and still result in KOs when used onstage, it also allows players to [[tech]] even if they were standing on the ground (unless it is an attack with a very high amount of [[freeze frame]]s, such as {{SSB4|Ganondorf}}'s down air). In addition, stronger meteor smashes are now denoted by a unique sound effect upon connection. Meteor smashes also gained the ability to [[lock]] opponents if they don't induce enough knockback to knock the opponent off the ground.


In ''[[Super Smash Bros. Ultimate]]'', meteor smashes done on players standing on the ground can no longer be teched. In addition, being hit by a meteor smash hard enough to cause [[tumble]] causes the victim to be KO'd between the off-camera zone and the bottom blast line<ref>https://twitter.com/notty_jirachi/status/1073305289519116289</ref>, making meteor smash [[sacrificial KO]]s reliable ways of securing a win when both players are on last stock. Additionally, characters getting meteor smashed when their damage is over 100% now causes a unique knockback animation to play, similar to reeling.
In ''[[Super Smash Bros. Ultimate]]'', meteor smashes done on players standing on the ground can no longer be teched. In addition, if a character is hit by a meteor smash and their total speed is 3 units per frame (half the speed of when [[tech]]ing becomes impossible) when they reach about 25 units below the camera boundary, they will be KO'd before reaching the lower blast line.<ref>https://twitter.com/Ruben_dal/status/1221151119172345858</ref> This makes most meteor smash [[sacrificial KO]]s reliable ways of securing a win when both players are on last stock. Additionally, characters getting meteor smashed when their damage is over 100% now causes a unique knockback animation to play, similar to reeling.


==General characteristics==
==General characteristics==
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Despite their reduced power on grounded opponents, the amount of [[hitstun]] delivered by a meteor smash is not affected by the knockback reduction, meaning such moves will cause more hitstun than non-meteor smashes with equal knockback. Combined with their vertical trajectory, this results in meteor smashes being excellent [[combo]] starters on grounded opponents.
Despite their reduced power on grounded opponents, the amount of [[hitstun]] delivered by a meteor smash is not affected by the knockback reduction, meaning such moves will cause more hitstun than non-meteor smashes with equal knockback. Combined with their vertical trajectory, this results in meteor smashes being excellent [[combo]] starters on grounded opponents.


With a handful of exceptions, almost all characters can meteor smash with their down aerial move; this, however, is a risky maneuver if used on opponents attempting recovery, since these attacks cause the character to travel a short distance downward, making the user's own recovery more difficult in certain cases. Some even, like Zero Suit Samus, outright make the user shoot downwards, leading to a certain [[SD]] should the move miss for any reason.
With a handful of exceptions, almost all characters can meteor smash with their down aerial move; this, however, is a risky maneuver if used on opponents attempting recovery, since these attacks cause the character to travel a short distance downward, making the user's own recovery more difficult in certain cases. Some even, like Zero Suit Samus, outright [[stall-then-fall|make the user shoot downwards]], leading to a certain [[SD]] should the move miss for any reason.


==Meteor canceling==
==Meteor canceling==
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'''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Melee'', a meteor cancel can be done 8 frames after the hitlag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are not indicated and can only be done after 25 frames, though some characters have their own windows. Additionally, any time a jump or up special input is entered before this window, even before the character is meteor smashed, a penalty period of 40 frames takes place during which they cannot meteor cancel; in a similar vein to the [[tech]] penalty, this prevents players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so.
'''Meteor canceling''' is the act of instantly negating the downwards knockback of a meteor smash by jumping or using an [[up special]] after being hit. In ''Melee'', a meteor cancel can be done 8 frames after the hitlag ends, producing a distinctive wind-cutting sound and a sparkle (the character will also briefly glow white); in ''Brawl'', meteor cancels are not indicated and can only be done after 25 frames, though some characters have their own windows. Additionally, any time a jump or up special input is entered before this window, even before the character is meteor smashed, a penalty period of 40 frames takes place during which they cannot meteor cancel; in a similar vein to the [[tech]] penalty, this prevents players from simply [[mash]]ing said inputs to easily pull off a meteor cancel. Characters can meteor cancel even if they were hit while grounded, though they must have bounced off a ceiling and still be taking the now-downwards knockback to do so.


Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s.
Meteor canceling only exists in ''Melee'' and ''Brawl'', making meteor smashes in other games functionally equivalent to [[spike]]s. However, games after ''Brawl'' retain the same range of angles used to check whether a move is a meteor smash.


In ''Melee'', a meteor cancel after an [[up special]] must have the stick return to neutral or some other non-up position before performing the subsequent cancellation [[up special]]. If the stick is left oriented up, a meteor cancel is not possible.
In ''Melee'', a meteor cancel after an [[up special]] must have the stick return to neutral or some other non-up position before performing the subsequent cancellation [[up special]]. If the stick is left oriented up, a meteor cancel is not possible.
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*[[Semi-spike]] – an attack that hits the opponent at a very low horizontal angle, minimizing recovery opportunities.
*[[Semi-spike]] – an attack that hits the opponent at a very low horizontal angle, minimizing recovery opportunities.
*[[Footstool jump]] – a technique from ''Brawl'' onward which makes a character jump on their opponent's head. If done on an aerial opponent, it causes them to fall downward.
*[[Footstool jump]] – a technique from ''Brawl'' onward which makes a character jump on their opponent's head. If done on an aerial opponent, it causes them to fall downward.
==References==
<references/>


[[Category:Meteor smashes|*]]
[[Category:Meteor smashes|*]]